Мини-чат
AriaMan
04.05.2022 - 21:47
Когда мы были молодыми...
Shaggy
14.04.2022 - 23:35
Хаю хай, с вами шаггай
Marsi4eg
14.04.2022 - 10:28
Smile
Shaggy
23.09.2019 - 07:02
Still there
Marsi4eg
17.11.2017 - 15:47
2004? Wink
AriaMan
19.10.2017 - 01:41
Привет из 2005ого... Думаю никто не переплюнет. Smile
Shaggy
04.08.2017 - 16:05
Привет из 2017
kostyanchik2009
07.08.2016 - 12:54
привет из 2016
SKV1991
12.10.2015 - 12:29
Дизайн сайта почти Material Grin Главно пашет так же стабильно, как раньше
SKV1991
12.10.2015 - 12:18
Аааа! Сайт жив!!!! Я последний раз тут лет 9 назад был, писал скрипты Grin
Shaggy
15.02.2015 - 15:45
Хай эврибади!
kostyanchik2009
13.09.2014 - 15:39
Всем привет! И в правду тухловато здесь Sad
VcSaJen
11.09.2014 - 22:19
Vital, ага.
Vital
28.08.2014 - 00:50
Эх, как тихо тут...

19.07.2014 - 16:09
Кому интересно - прохождение mirrors edge.
VcSaJen
20.11.2013 - 21:30
Привет, gcuman.
gcuman
15.11.2013 - 19:59
aasdas
cij
16.07.2013 - 15:28
Можно узнать условия размещения рекламы ?
Vital
05.07.2013 - 18:05
Жаль, отступы не сохраняются при публикации, было бы полезно.
Vital
05.07.2013 - 18:03
Спасибо! Раньше месяцами ждали, теперь через 5 минут всё готово. Smile
Архив чата

Вы должны авторизироваться, чтобы добавить сообщение.

Популярные статьи
  Статья Прочтений Опубликовал
» Ставим машины и педов в San Andreas !
Скриптинг в San Andreas
10869 igorok
10.07.2005 - 18:39
» Анимации
Помощь SA скриптеру...
6541 gta4d
24.12.2005 - 23:30
» Начинать новую игру не надо?
Скриптинг в San Andreas
5815 AriaMan
02.06.2006 - 14:57
» Эффектные аварии
Скриптинг в San Andreas
5700 Zibatop
13.07.2006 - 01:57
» Дрифт v2.0
Скриптинг в San Andreas
5306 Flash
01.12.2007 - 01:46
» Общие принципы создания миссии
Скриптинг в San Andreas
5234 RunAway
20.08.2005 - 15:44
» Общие принципы создания миссий
Скриптинг в Vice City
4952 RunAway
26.06.2005 - 03:16
» Тюнинг
Скриптинг в San Andreas
4933 RunAway
16.10.2005 - 17:36
» Эффект Most Wanted.
Создание новых возможностей
4925 Marsi4eg
26.12.2005 - 04:06
» Гоночная миссия собственными руками
Скриптинг в Vice City
4722 Crow
10.10.2005 - 11:47
Логин
Имя

Пароль



Забыли пароль?
Запросите новый здесь.


Голосование
Скриптинг мертв?

Да
Да
9% [4 Голосов]

Нет
Нет
23% [10 Голосов]

Он еще вернется :) После выхода ГТА4 например
Он еще вернется :) После выхода ГТА4 например
68% [30 Голосов]

Голосов: 44
Начат: 16.03.2008 - 02:40
Закончен: 14.04.2009 - 19:45

Архив опросов

Ну раз уж я тут)
004F: create thread ££NARK_1

:TIME_M1
0001: wait 0 ms
0247: request model 466
023C: load special actor 1 'TENPEN'
038B: load requested models
09C7: $PLAYER_CHAR 290
070D: $PLAYER_CHAR
0008: $NARK += 1 ;; integer values
00A1: put actor $PLAYER_ACTOR at 1927.5621 -2530.2212 12.0
00A5: $A1 = create_car 466 at 1934.0 -2480.0 12.5
0175: set car $A1 z angle to 90.0
00A5: $A2 = create_car 466 at 1934.0 -2483.0 12.5
0175: set car $A2 z angle to 90.0
00A5: $A3 = create_car 466 at 1934.0 -2486.0 12.5
0175: set car $A3 z angle to 90.0
00A5: $A4 = create_car 466 at 1934.0 -2489.0 12.5
0175: set car $A4 z angle to 90.0
00A5: $A5 = create_car 466 at 1934.0 -2492.0 12.5
0175: set car $A5 z angle to 90.0
00A5: $A6 = create_car 466 at 1934.0 -2495.0 12.5
0175: set car $A6 z angle to 90.0
00A5: $A7 = create_car 466 at 1934.0 -2498.0 12.5
0175: set car $A7 z angle to 90.0
00A5: $A8 = create_car 466 at 1934.0 -2501.0 12.5
0175: set car $A8 z angle to 90.0
00A5: $A9 = create_car 466 at 1934.0 -2504.0 12.5
0175: set car $A9 z angle to 90.0
00A5: $A10 = create_car 466 at 1934.0 -2507.0 12.5
0175: set car $A10 z angle to 90.0
00A5: $A11 = create_car 466 at 1934.0 -2510.0 12.5
0175: set car $A11 z angle to 90.0
00A5: $A12 = create_car 466 at 1934.0 -2513.0 12.5
0175: set car $A12 z angle to 90.0
00A5: $A13 = create_car 466 at 1934.0 -2516.0 12.5
0175: set car $A13 z angle to 90.0
00A5: $A14 = create_car 466 at 1934.0 -2519.0 12.5
0175: set car $A14 z angle to 90.0
00A5: $A15 = create_car 466 at 1934.0 -2522.0 12.5
0175: set car $A15 z angle to 90.0
00A5: $A16 = create_car 466 at 1934.0 -2525.0 12.5
0175: set car $A16 z angle to 90.0
00A5: $A17 = create_car 466 at 1934.0 -2528.0 12.5
0175: set car $A17 z angle to 90.0
00A5: $A18 = create_car 466 at 1940.0 -2480.0 12.5
0175: set car $A18 z angle to 90.0
00A5: $A19 = create_car 466 at 1940.0 -2483.0 12.5
0175: set car $A19 z angle to 90.0
00A5: $A20 = create_car 466 at 1940.0 -2486.0 12.5
0175: set car $A20 z angle to 90.0
00A5: $A21 = create_car 466 at 1940.0 -2489.0 12.5
0175: set car $A21 z angle to 90.0
00A5: $A22 = create_car 466 at 1940.0 -2492.0 12.5
0175: set car $A22 z angle to 90.0
00A5: $A23 = create_car 466 at 1940.0 -2495.0 12.5
0175: set car $A23 z angle to 90.0
00A5: $A24 = create_car 466 at 1940.0 -2498.0 12.5
0175: set car $A24 z angle to 90.0
00A5: $A25 = create_car 466 at 1940.0 -2501.0 12.5
0175: set car $A25 z angle to 90.0
00A5: $A26 = create_car 466 at 1940.0 -2504.0 12.5
0175: set car $A26 z angle to 90.0
00A5: $A27 = create_car 466 at 1940.0 -2507.0 12.5
0175: set car $A27 z angle to 90.0
00A5: $A28 = create_car 466 at 1940.0 -2510.0 12.5
0175: set car $A28 z angle to 90.0
00A5: $A29 = create_car 466 at 1940.0 -2513.0 12.5
0175: set car $A29 z angle to 90.0
00A5: $A30 = create_car 466 at 1940.0 -2516.0 12.5
0175: set car $A30 z angle to 90.0
00A5: $A31 = create_car 466 at 1940.0 -2519.0 12.5
0175: set car $A31 z angle to 90.0
00A5: $A32 = create_car 466 at 1940.0 -2522.0 12.5
0175: set car $A32 z angle to 90.0
00A5: $A33 = create_car 466 at 1940.0 -2525.0 12.5
0175: set car $A33 z angle to 90.0
00A5: $A34 = create_car 466 at 1940.0 -2528.0 12.5
0175: set car $A34 z angle to 90.0
00A5: $A35 = create_car 466 at 1946.0 -2480.0 12.5
0175: set car $A35 z angle to 90.0
00A5: $A36 = create_car 466 at 1946.0 -2483.0 12.5
0175: set car $A36 z angle to 90.0
00A5: $A37 = create_car 466 at 1946.0 -2486.0 12.5
0175: set car $A37 z angle to 90.0
00A5: $A38 = create_car 466 at 1946.0 -2489.0 12.5
0175: set car $A38 z angle to 90.0
00A5: $A39 = create_car 466 at 1946.0 -2492.0 12.5
0175: set car $A39 z angle to 90.0
00A5: $A40 = create_car 466 at 1946.0 -2495.0 12.5
0175: set car $A40 z angle to 90.0
00A5: $A41 = create_car 466 at 1946.0 -2498.0 12.5
0175: set car $A41 z angle to 90.0
00A5: $A42 = create_car 466 at 1946.0 -2501.0 12.5
0175: set car $A42 z angle to 90.0
00A5: $A43 = create_car 466 at 1946.0 -2504.0 12.5
0175: set car $A43 z angle to 90.0
00A5: $A44 = create_car 466 at 1946.0 -2507.0 12.5
0175: set car $A44 z angle to 90.0
00A5: $A45 = create_car 466 at 1946.0 -2510.0 12.5
0175: set car $A45 z angle to 90.0
00A5: $A46 = create_car 466 at 1946.0 -2513.0 12.5
0175: set car $A46 z angle to 90.0
00A5: $A47 = create_car 466 at 1946.0 -2516.0 12.5
0175: set car $A47 z angle to 90.0
00A5: $A48 = create_car 466 at 1946.0 -2519.0 12.5
0175: set car $A48 z angle to 90.0
00A5: $A49 = create_car 466 at 1946.0 -2522.0 12.5
0175: set car $A49 z angle to 90.0
00A5: $A50 = create_car 466 at 1946.0 -2525.0 12.5
0175: set car $A50 z angle to 90.0
00A5: $A51 = create_car 466 at 1946.0 -2528.0 12.5
0175: set car $A51 z angle to 90.0
00A5: $A52 = create_car 466 at 1952.0 -2480.0 12.5
0175: set car $A52 z angle to 90.0
00A5: $A53 = create_car 466 at 1952.0 -2483.0 12.5
0175: set car $A53 z angle to 90.0
00A5: $A54 = create_car 466 at 1952.0 -2486.0 12.5
0175: set car $A54 z angle to 90.0
00A5: $A55 = create_car 466 at 1952.0 -2489.0 12.5
0175: set car $A55 z angle to 90.0
00A5: $A56 = create_car 466 at 1952.0 -2492.0 12.5
0175: set car $A56 z angle to 90.0
00A5: $A57 = create_car 466 at 1952.0 -2495.0 12.5
0175: set car $A57 z angle to 90.0
00A5: $A58 = create_car 466 at 1952.0 -2498.0 12.5
0175: set car $A58 z angle to 90.0
00A5: $A59 = create_car 466 at 1952.0 -2501.0 12.5
0175: set car $A59 z angle to 90.0
00A5: $A60 = create_car 466 at 1952.0 -2504.0 12.5
0175: set car $A60 z angle to 90.0
00A5: $A61 = create_car 466 at 1952.0 -2507.0 12.5
0175: set car $A61 z angle to 90.0
00A5: $A62 = create_car 466 at 1952.0 -2510.0 12.5
0175: set car $A62 z angle to 90.0
00A5: $A63 = create_car 466 at 1952.0 -2513.0 12.5
0175: set car $A63 z angle to 90.0
00A5: $A64 = create_car 466 at 1952.0 -2516.0 12.5
0175: set car $A64 z angle to 90.0
00A5: $A65 = create_car 466 at 1952.0 -2519.0 12.5
0175: set car $A65 z angle to 90.0
00A5: $A66 = create_car 466 at 1952.0 -2522.0 12.5
0175: set car $A66 z angle to 90.0
00A5: $A67 = create_car 466 at 1952.0 -2525.0 12.5
0175: set car $A67 z angle to 90.0
00A5: $A68 = create_car 466 at 1952.0 -2528.0 12.5
0175: set car $A68 z angle to 90.0
00A5: $A69 = create_car 466 at 1928.0 -2480.0 12.5
0175: set car $A69 z angle to 90.0
00A5: $A70 = create_car 466 at 1928.0 -2483.0 12.5
0175: set car $A70 z angle to 90.0
00A5: $A71 = create_car 466 at 1928.0 -2486.0 12.5
0175: set car $A71 z angle to 90.0
00A5: $A72 = create_car 466 at 1928.0 -2489.0 12.5
0175: set car $A72 z angle to 90.0
00A5: $A73 = create_car 466 at 1928.0 -2492.0 12.5
0175: set car $A73 z angle to 90.0
00A5: $A74 = create_car 466 at 1928.0 -2495.0 12.5
0175: set car $A74 z angle to 90.0
00A5: $A75 = create_car 466 at 1928.0 -2498.0 12.5
0175: set car $A75 z angle to 90.0
00A5: $A76 = create_car 466 at 1928.0 -2501.0 12.5
0175: set car $A76 z angle to 90.0
00A5: $A77 = create_car 466 at 1928.0 -2504.0 12.5
0175: set car $A77 z angle to 90.0
00A5: $A78 = create_car 466 at 1928.0 -2507.0 12.5
0175: set car $A78 z angle to 90.0
00A5: $A79 = create_car 466 at 1928.0 -2510.0 12.5
0175: set car $A79 z angle to 90.0
00A5: $A80 = create_car 466 at 1928.0 -2513.0 12.5
0175: set car $A80 z angle to 90.0
00A5: $A81 = create_car 466 at 1928.0 -2516.0 12.5
0175: set car $A81 z angle to 90.0
00A5: $A82 = create_car 466 at 1928.0 -2519.0 12.5
0175: set car $A82 z angle to 90.0
00A5: $A83 = create_car 466 at 1928.0 -2522.0 12.5
0175: set car $A83 z angle to 90.0
00A5: $A84 = create_car 466 at 1928.0 -2525.0 12.5
0175: set car $A84 z angle to 90.0
00A5: $A85 = create_car 466 at 1928.0 -2528.0 12.5
0175: set car $A85 z angle to 90.0
00A5: $A86 = create_car 466 at 1958.0 -2480.0 12.5
0175: set car $A86 z angle to 90.0
00A5: $A87 = create_car 466 at 1958.0 -2483.0 12.5
0175: set car $A87 z angle to 90.0
00A5: $A88 = create_car 466 at 1958.0 -2486.0 12.5
0175: set car $A88 z angle to 90.0
00A5: $A89 = create_car 466 at 1958.0 -2489.0 12.5
0175: set car $A89 z angle to 90.0
00A5: $A90 = create_car 466 at 1958.0 -2492.0 12.5
0175: set car $A90 z angle to 90.0
00A5: $A91 = create_car 466 at 1958.0 -2495.0 12.5
0175: set car $A91 z angle to 90.0
00A5: $A92 = create_car 466 at 1958.0 -2498.0 12.5
0175: set car $A92 z angle to 90.0
00A5: $A93 = create_car 466 at 1958.0 -2501.0 12.5
0175: set car $A93 z angle to 90.0
00A5: $A94 = create_car 466 at 1958.0 -2504.0 12.5
0175: set car $A94 z angle to 90.0
00A5: $A95 = create_car 466 at 1958.0 -2507.0 12.5
0175: set car $A95 z angle to 90.0
00A5: $A96 = create_car 466 at 1958.0 -2510.0 12.5
0175: set car $A96 z angle to 90.0
00A5: $A97 = create_car 466 at 1958.0 -2513.0 12.5
0175: set car $A97 z angle to 90.0
00A5: $A98 = create_car 466 at 1958.0 -2516.0 12.5
0175: set car $A98 z angle to 90.0
00A5: $A99 = create_car 466 at 1958.0 -2519.0 12.5
0175: set car $A99 z angle to 90.0
00A5: $A100 = create_car 466 at 1958.0 -2522.0 12.5
0175: set car $A100 z angle to 90.0
00A5: $A101 = create_car 466 at 1958.0 -2525.0 12.5
0175: set car $A101 z angle to 90.0
00A5: $A102 = create_car 466 at 1958.0 -2528.0 12.5
0175: set car $A102 z angle to 90.0
0001: wait 100 ms
0224: set car $A31 health to 1
0001: wait 70000 ms
016A: fade 0 () 5000 ms
0001: wait 5200 ms
015A: restore camera
00A6: remove_references_to_car $A1 ;; Like turning a car into any random car
00A6: remove_references_to_car $A2 ;; Like turning a car into any random car
00A6: remove_references_to_car $A3 ;; Like turning a car into any random car
00A6: remove_references_to_car $A4 ;; Like turning a car into any random car
00A6: remove_references_to_car $A5 ;; Like turning a car into any random car
00A6: remove_references_to_car $A6 ;; Like turning a car into any random car
00A6: remove_references_to_car $A7 ;; Like turning a car into any random car
00A6: remove_references_to_car $A8 ;; Like turning a car into any random car
00A6: remove_references_to_car $A9 ;; Like turning a car into any random car
00A6: remove_references_to_car $A10 ;; Like turning a car into any random car
00A6: remove_references_to_car $A11 ;; Like turning a car into any random car
00A6: remove_references_to_car $A12 ;; Like turning a car into any random car
00A6: remove_references_to_car $A13 ;; Like turning a car into any random car
00A6: remove_references_to_car $A14 ;; Like turning a car into any random car
00A6: remove_references_to_car $A15 ;; Like turning a car into any random car
00A6: remove_references_to_car $A16 ;; Like turning a car into any random car
00A6: remove_references_to_car $A17 ;; Like turning a car into any random car
00A6: remove_references_to_car $A18 ;; Like turning a car into any random car
00A6: remove_references_to_car $A19 ;; Like turning a car into any random car
00A6: remove_references_to_car $A20 ;; Like turning a car into any random car
00A6: remove_references_to_car $A21 ;; Like turning a car into any random car
00A6: remove_references_to_car $A22 ;; Like turning a car into any random car
00A6: remove_references_to_car $A23 ;; Like turning a car into any random car
00A6: remove_references_to_car $A24 ;; Like turning a car into any random car
00A6: remove_references_to_car $A25 ;; Like turning a car into any random car
00A6: remove_references_to_car $A26 ;; Like turning a car into any random car
00A6: remove_references_to_car $A27 ;; Like turning a car into any random car
00A6: remove_references_to_car $A28 ;; Like turning a car into any random car
00A6: remove_references_to_car $A29 ;; Like turning a car into any random car
00A6: remove_references_to_car $A30 ;; Like turning a car into any random car
00A6: remove_references_to_car $A31 ;; Like turning a car into any random car
00A6: remove_references_to_car $A32 ;; Like turning a car into any random car
00A6: remove_references_to_car $A33 ;; Like turning a car into any random car
00A6: remove_references_to_car $A34 ;; Like turning a car into any random car
00A6: remove_references_to_car $A35 ;; Like turning a car into any random car
00A6: remove_references_to_car $A36 ;; Like turning a car into any random car
00A6: remove_references_to_car $A37 ;; Like turning a car into any random car
00A6: remove_references_to_car $A38 ;; Like turning a car into any random car
00A6: remove_references_to_car $A39 ;; Like turning a car into any random car
00A6: remove_references_to_car $A40 ;; Like turning a car into any random car
00A6: remove_references_to_car $A41 ;; Like turning a car into any random car
00A6: remove_references_to_car $A42 ;; Like turning a car into any random car
00A6: remove_references_to_car $A43 ;; Like turning a car into any random car
00A6: remove_references_to_car $A44 ;; Like turning a car into any random car
00A6: remove_references_to_car $A45 ;; Like turning a car into any random car
00A6: remove_references_to_car $A46 ;; Like turning a car into any random car
00A6: remove_references_to_car $A47 ;; Like turning a car into any random car
00A6: remove_references_to_car $A48 ;; Like turning a car into any random car
00A6: remove_references_to_car $A49 ;; Like turning a car into any random car
00A6: remove_references_to_car $A50 ;; Like turning a car into any random car
00A6: remove_references_to_car $A51 ;; Like turning a car into any random car
00A6: remove_references_to_car $A52 ;; Like turning a car into any random car
00A6: remove_references_to_car $A53 ;; Like turning a car into any random car
00A6: remove_references_to_car $A54 ;; Like turning a car into any random car
00A6: remove_references_to_car $A55 ;; Like turning a car into any random car
00A6: remove_references_to_car $A56 ;; Like turning a car into any random car
00A6: remove_references_to_car $A57 ;; Like turning a car into any random car
00A6: remove_references_to_car $A58 ;; Like turning a car into any random car
00A6: remove_references_to_car $A59 ;; Like turning a car into any random car
00A6: remove_references_to_car $A60 ;; Like turning a car into any random car
00A6: remove_references_to_car $A61 ;; Like turning a car into any random car
00A6: remove_references_to_car $A62 ;; Like turning a car into any random car
00A6: remove_references_to_car $A63 ;; Like turning a car into any random car
00A6: remove_references_to_car $A64 ;; Like turning a car into any random car
00A6: remove_references_to_car $A65 ;; Like turning a car into any random car
00A6: remove_references_to_car $A66 ;; Like turning a car into any random car
00A6: remove_references_to_car $A67 ;; Like turning a car into any random car
00A6: remove_references_to_car $A68 ;; Like turning a car into any random car
00A6: remove_references_to_car $A69 ;; Like turning a car into any random car
00A6: remove_references_to_car $A70 ;; Like turning a car into any random car
00A6: remove_references_to_car $A71 ;; Like turning a car into any random car
00A6: remove_references_to_car $A72 ;; Like turning a car into any random car
00A6: remove_references_to_car $A73 ;; Like turning a car into any random car
00A6: remove_references_to_car $A74 ;; Like turning a car into any random car
00A6: remove_references_to_car $A75 ;; Like turning a car into any random car
00A6: remove_references_to_car $A76 ;; Like turning a car into any random car
00A6: remove_references_to_car $A77 ;; Like turning a car into any random car
00A6: remove_references_to_car $A78 ;; Like turning a car into any random car
00A6: remove_references_to_car $A79 ;; Like turning a car into any random car
00A6: remove_references_to_car $A80 ;; Like turning a car into any random car
00A6: remove_references_to_car $A81 ;; Like turning a car into any random car
00A6: remove_references_to_car $A82 ;; Like turning a car into any random car
00A6: remove_references_to_car $A83 ;; Like turning a car into any random car
00A6: remove_references_to_car $A84 ;; Like turning a car into any random car
00A6: remove_references_to_car $A85 ;; Like turning a car into any random car
00A6: remove_references_to_car $A86 ;; Like turning a car into any random car
00A6: remove_references_to_car $A87 ;; Like turning a car into any random car
00A6: remove_references_to_car $A88 ;; Like turning a car into any random car
00A6: remove_references_to_car $A89 ;; Like turning a car into any random car
00A6: remove_references_to_car $A90 ;; Like turning a car into any random car
00A6: remove_references_to_car $A91 ;; Like turning a car into any random car
00A6: remove_references_to_car $A92 ;; Like turning a car into any random car
00A6: remove_references_to_car $A93 ;; Like turning a car into any random car
00A6: remove_references_to_car $A94 ;; Like turning a car into any random car
00A6: remove_references_to_car $A95 ;; Like turning a car into any random car
00A6: remove_references_to_car $A96 ;; Like turning a car into any random car
00A6: remove_references_to_car $A97 ;; Like turning a car into any random car
00A6: remove_references_to_car $A98 ;; Like turning a car into any random car
00A6: remove_references_to_car $A99 ;; Like turning a car into any random car
00A6: remove_references_to_car $A100 ;; Like turning a car into any random car
00A6: remove_references_to_car $A101 ;; Like turning a car into any random car
052C: set player $PLAYER_CHAR drunk visuals 1000
09C7: $PLAYER_CHAR $PLAYER_CHAR
070D: $PLAYER_CHAR
016A: fade 1 () 5000 ms
0001: wait 30000 ms
052C: set player $PLAYER_CHAR drunk visuals 0
0002: jump ££NARK_2

:MA4ULOVA
0001: wait 0 ms
0247: request model 118
0247: request model 120
0247: request model 339
038B: load requested models
00C0: set_current_time 0 0
01B6: set weather 20
0008: $NARK += 1 ;; integer values
009A: $COP1 = create_actor 18 118 at 1382.0 2108.0 11.0
009A: $COP2 = create_actor 18 118 at 1382.0 2109.0 11.0
009A: $COP3 = create_actor 18 118 at 1382.0 2110.0 11.0
009A: $COP4 = create_actor 18 118 at 1382.0 2111.0 11.0
009A: $COP5 = create_actor 18 118 at 1382.0 2112.0 11.0
009A: $COP6 = create_actor 18 118 at 1382.0 2113.0 11.0
009A: $COP7 = create_actor 18 118 at 1382.0 2114.0 11.0
009A: $COP8 = create_actor 18 118 at 1382.0 2115.0 11.0
009A: $COP9 = create_actor 18 118 at 1382.0 2116.0 11.0
009A: $COP10 = create_actor 18 118 at 1382.0 2117.0 11.0
009A: $COP11 = create_actor 18 118 at 1382.0 2118.0 11.0
009A: $COP12 = create_actor 18 118 at 1382.0 2119.0 11.0
009A: $COP13 = create_actor 18 118 at 1382.0 2120.0 11.0
009A: $COP14 = create_actor 18 118 at 1382.0 2121.0 11.0
009A: $COP15 = create_actor 18 118 at 1382.0 2122.0 11.0
009A: $COP16 = create_actor 18 118 at 1382.0 2123.0 11.0
009A: $COP17 = create_actor 18 118 at 1382.0 2124.0 11.0
009A: $COP18 = create_actor 18 118 at 1382.0 2125.0 11.0
009A: $COP19 = create_actor 18 118 at 1382.0 2126.0 11.0
009A: $COP20 = create_actor 18 118 at 1382.0 2127.0 11.0
009A: $COP21 = create_actor 18 118 at 1382.0 2128.0 11.0
009A: $COP22 = create_actor 18 118 at 1382.0 2129.0 11.0
009A: $COP23 = create_actor 18 118 at 1382.0 2130.0 11.0
009A: $COP24 = create_actor 18 118 at 1382.0 2131.0 11.0
009A: $COP25 = create_actor 18 118 at 1382.0 2132.0 11.0
009A: $COP26 = create_actor 18 118 at 1382.0 2133.0 11.0
009A: $KR1 = create_actor 19 120 at 1390.0 2108.0 11.0
009A: $KR2 = create_actor 19 120 at 1390.0 2109.0 11.0
009A: $KR3 = create_actor 19 120 at 1390.0 2110.0 11.0
009A: $KR4 = create_actor 19 120 at 1390.0 2111.0 11.0
009A: $KR5 = create_actor 19 120 at 1390.0 2112.0 11.0
009A: $KR6 = create_actor 19 120 at 1390.0 2113.0 11.0
009A: $KR7 = create_actor 19 120 at 1390.0 2114.0 11.0
009A: $KR8 = create_actor 19 120 at 1390.0 2115.0 11.0
009A: $KR9 = create_actor 19 120 at 1390.0 2116.0 11.0
009A: $KR10 = create_actor 19 120 at 1390.0 2117.0 11.0
009A: $KR11 = create_actor 19 120 at 1390.0 2118.0 11.0
009A: $KR12 = create_actor 19 120 at 1390.0 2119.0 11.0
009A: $KR13 = create_actor 19 120 at 1390.0 2120.0 11.0
009A: $KR14 = create_actor 19 120 at 1390.0 2121.0 11.0
009A: $KR15 = create_actor 19 120 at 1390.0 2122.0 11.0
009A: $KR16 = create_actor 19 120 at 1390.0 2123.0 11.0
009A: $KR17 = create_actor 19 120 at 1390.0 2124.0 11.0
009A: $KR18 = create_actor 19 120 at 1390.0 2125.0 11.0
009A: $KR19 = create_actor 19 120 at 1390.0 2126.0 11.0
009A: $KR20 = create_actor 19 120 at 1390.0 2127.0 11.0
009A: $KR21 = create_actor 19 120 at 1390.0 2128.0 11.0
009A: $KR22 = create_actor 19 120 at 1390.0 2129.0 11.0
009A: $KR23 = create_actor 19 120 at 1390.0 2130.0 11.0
009A: $KR24 = create_actor 19 120 at 1390.0 2131.0 11.0
009A: $KR25 = create_actor 19 120 at 1390.0 2132.0 11.0
009A: $KR26 = create_actor 19 120 at 1390.0 2133.0 11.0
00A1: put actor $PLAYER_ACTOR at 1393.5621 2121.2212 11.4484
0630: put actor $COP1 in group $COP as leader
0631: put actor $COP2 in group $COP
0631: put actor $COP3 in group $COP
0631: put actor $COP4 in group $COP
0631: put actor $COP5 in group $COP
0631: put actor $COP6 in group $COP
0631: put actor $COP7 in group $COP
0631: put actor $COP8 in group $COP
0631: put actor $COP9 in group $COP
0631: put actor $COP10 in group $COP
0631: put actor $COP11 in group $COP
0631: put actor $COP12 in group $COP
0631: put actor $COP13 in group $COP
0631: put actor $COP14 in group $COP
0631: put actor $COP15 in group $COP
0631: put actor $COP16 in group $COP
0631: put actor $COP17 in group $COP
0631: put actor $COP18 in group $COP
0631: put actor $COP19 in group $COP
0631: put actor $COP20 in group $COP
0631: put actor $COP21 in group $COP
0631: put actor $COP22 in group $COP
0631: put actor $COP23 in group $COP
0631: put actor $COP24 in group $COP
0631: put actor $COP25 in group $COP
0631: put actor $COP26 in group $COP
0630: put actor $KR1 in group $KR as leader
0631: put actor $KR2 in group $KR
0631: put actor $KR3 in group $KR
0631: put actor $KR4 in group $KR
0631: put actor $KR5 in group $KR
0631: put actor $KR6 in group $KR
0631: put actor $KR7 in group $KR
0631: put actor $KR8 in group $KR
0631: put actor $KR9 in group $KR
0631: put actor $KR10 in group $KR
0631: put actor $KR11 in group $KR
0631: put actor $KR12 in group $KR
0631: put actor $KR13 in group $KR
0631: put actor $KR14 in group $KR
0631: put actor $KR15 in group $KR
0631: put actor $KR16 in group $KR
0631: put actor $KR17 in group $KR
0631: put actor $KR18 in group $KR
0631: put actor $KR19 in group $KR
0631: put actor $KR20 in group $KR
0631: put actor $KR21 in group $KR
0631: put actor $KR22 in group $KR
0631: put actor $KR23 in group $KR
0631: put actor $KR24 in group $KR
0631: put actor $KR25 in group $KR
0631: put actor $KR26 in group $KR
0173: set actor $COP1 z angle to 270.0
0173: set actor $COP2 z angle to 270.0
0173: set actor $COP3 z angle to 270.0
0173: set actor $COP4 z angle to 270.0
0173: set actor $COP5 z angle to 270.0
0173: set actor $COP6 z angle to 270.0
0173: set actor $COP7 z angle to 270.0
0173: set actor $COP8 z angle to 270.0
0173: set actor $COP9 z angle to 270.0
0173: set actor $COP10 z angle to 270.0
0173: set actor $COP11 z angle to 270.0
0173: set actor $COP12 z angle to 270.0
0173: set actor $COP13 z angle to 270.0
0173: set actor $COP14 z angle to 270.0
0173: set actor $COP15 z angle to 270.0
0173: set actor $COP16 z angle to 270.0
0173: set actor $COP17 z angle to 270.0
0173: set actor $COP18 z angle to 270.0
0173: set actor $COP19 z angle to 270.0
0173: set actor $COP20 z angle to 270.0
0173: set actor $COP21 z angle to 270.0
0173: set actor $COP22 z angle to 270.0
0173: set actor $COP23 z angle to 270.0
0173: set actor $COP24 z angle to 270.0
0173: set actor $COP25 z angle to 270.0
0173: set actor $COP26 z angle to 270.0
0173: set actor $KR1 z angle to 90.0
0173: set actor $KR2 z angle to 90.0
0173: set actor $KR3 z angle to 90.0
0173: set actor $KR4 z angle to 90.0
0173: set actor $KR5 z angle to 90.0
0173: set actor $KR6 z angle to 90.0
0173: set actor $KR7 z angle to 90.0
0173: set actor $KR8 z angle to 90.0
0173: set actor $KR9 z angle to 90.0
0173: set actor $KR10 z angle to 90.0
0173: set actor $KR11 z angle to 90.0
0173: set actor $KR12 z angle to 90.0
0173: set actor $KR13 z angle to 90.0
0173: set actor $KR14 z angle to 90.0
0173: set actor $KR15 z angle to 90.0
0173: set actor $KR16 z angle to 90.0
0173: set actor $KR17 z angle to 90.0
0173: set actor $KR18 z angle to 90.0
0173: set actor $KR19 z angle to 90.0
0173: set actor $KR20 z angle to 90.0
0173: set actor $KR21 z angle to 90.0
0173: set actor $KR22 z angle to 90.0
0173: set actor $KR23 z angle to 90.0
0173: set actor $KR24 z angle to 90.0
0173: set actor $KR25 z angle to 90.0
0173: set actor $KR26 z angle to 90.0
01B2: give actor $KR1 weapon 8 ammo 1
01B2: give actor $KR2 weapon 8 ammo 1
01B2: give actor $KR3 weapon 8 ammo 1
01B2: give actor $KR4 weapon 8 ammo 1
01B2: give actor $KR5 weapon 8 ammo 1
01B2: give actor $KR6 weapon 8 ammo 1
01B2: give actor $KR7 weapon 8 ammo 1
01B2: give actor $KR8 weapon 8 ammo 1
01B2: give actor $KR9 weapon 8 ammo 1
01B2: give actor $KR10 weapon 8 ammo 1
01B2: give actor $KR11 weapon 8 ammo 1
01B2: give actor $KR12 weapon 8 ammo 1
01B2: give actor $KR13 weapon 8 ammo 1
01B2: give actor $KR14 weapon 8 ammo 1
01B2: give actor $KR15 weapon 8 ammo 1
01B2: give actor $KR16 weapon 8 ammo 1
01B2: give actor $KR17 weapon 8 ammo 1
01B2: give actor $KR18 weapon 8 ammo 1
01B2: give actor $KR19 weapon 8 ammo 1
01B2: give actor $KR20 weapon 8 ammo 1
01B2: give actor $KR21 weapon 8 ammo 1
01B2: give actor $KR22 weapon 8 ammo 1
01B2: give actor $KR23 weapon 8 ammo 1
01B2: give actor $KR24 weapon 8 ammo 1
01B2: give actor $KR25 weapon 8 ammo 1
01B2: give actor $KR26 weapon 8 ammo 1
01B2: give actor $COP1 weapon 8 ammo 1
01B2: give actor $COP2 weapon 8 ammo 1
01B2: give actor $COP3 weapon 8 ammo 1
01B2: give actor $COP4 weapon 8 ammo 1
01B2: give actor $COP5 weapon 8 ammo 1
01B2: give actor $COP6 weapon 8 ammo 1
01B2: give actor $COP7 weapon 8 ammo 1
01B2: give actor $COP8 weapon 8 ammo 1
01B2: give actor $COP9 weapon 8 ammo 1
01B2: give actor $COP10 weapon 8 ammo 1
01B2: give actor $COP11 weapon 8 ammo 1
01B2: give actor $COP12 weapon 8 ammo 1
01B2: give actor $COP13 weapon 8 ammo 1
01B2: give actor $COP14 weapon 8 ammo 1
01B2: give actor $COP15 weapon 8 ammo 1
01B2: give actor $COP16 weapon 8 ammo 1
01B2: give actor $COP17 weapon 8 ammo 1
01B2: give actor $COP18 weapon 8 ammo 1
01B2: give actor $COP19 weapon 8 ammo 1
01B2: give actor $COP20 weapon 8 ammo 1
01B2: give actor $COP21 weapon 8 ammo 1
01B2: give actor $COP22 weapon 8 ammo 1
01B2: give actor $COP23 weapon 8 ammo 1
01B2: give actor $COP24 weapon 8 ammo 1
01B2: give actor $COP25 weapon 8 ammo 1
01B2: give actor $COP26 weapon 8 ammo 1
01B2: give actor $PLAYER_ACTOR weapon 8 ammo 1
0004: $KRP1 = 0 ;; integer values
0004: $KRP2 = 0 ;; integer values
0004: $KRP3 = 0 ;; integer values
0004: $KRP4 = 0 ;; integer values
0004: $KRP5 = 0 ;; integer values
0004: $KRP6 = 0 ;; integer values
0004: $KRP7 = 0 ;; integer values
0004: $KRP8 = 0 ;; integer values
0004: $KRP9 = 0 ;; integer values
0004: $KRP10 = 0 ;; integer values
0004: $KRP11 = 0 ;; integer values
0004: $KRP12 = 0 ;; integer values
0004: $KRP13 = 0 ;; integer values
0004: $KRP14 = 0 ;; integer values
0004: $KRP15 = 0 ;; integer values
0004: $KRP16 = 0 ;; integer values
0004: $KRP17 = 0 ;; integer values
0004: $KRP18 = 0 ;; integer values
0004: $KRP19 = 0 ;; integer values
0004: $KRP20 = 0 ;; integer values
0004: $KRP21 = 0 ;; integer values
0004: $KRP22 = 0 ;; integer values
0004: $KRP23 = 0 ;; integer values
0004: $KRP24 = 0 ;; integer values
0004: $KRP25 = 0 ;; integer values
0004: $KRP26 = 0 ;; integer values
0004: $COPP1 = 0 ;; integer values
0004: $COPP2 = 0 ;; integer values
0004: $COPP3 = 0 ;; integer values
0004: $COPP4 = 0 ;; integer values
0004: $COPP5 = 0 ;; integer values
0004: $COPP6 = 0 ;; integer values
0004: $COPP7 = 0 ;; integer values
0004: $COPP8 = 0 ;; integer values
0004: $COPP9 = 0 ;; integer values
0004: $COPP10 = 0 ;; integer values
0004: $COPP11 = 0 ;; integer values
0004: $COPP12 = 0 ;; integer values
0004: $COPP13 = 0 ;; integer values
0004: $COPP14 = 0 ;; integer values
0004: $COPP15 = 0 ;; integer values
0004: $COPP16 = 0 ;; integer values
0004: $COPP17 = 0 ;; integer values
0004: $COPP18 = 0 ;; integer values
0004: $COPP19 = 0 ;; integer values
0004: $COPP20 = 0 ;; integer values
0004: $COPP21 = 0 ;; integer values
0004: $COPP22 = 0 ;; integer values
0004: $COPP23 = 0 ;; integer values
0004: $COPP24 = 0 ;; integer values
0004: $COPP25 = 0 ;; integer values
0004: $COPP26 = 0 ;; integer values
0004: $BCESDOHLI1 = 0 ;; integer values
0004: $BCESDOHLI2 = 0 ;; integer values
04F7: status text $BCESDOHLI1 0 line 1 '666' ; Score
04F7: status text $BCESDOHLI2 0 line 2 '666' ; Score
09C7: $PLAYER_CHAR 120
070D: $PLAYER_CHAR


:MA4
0001: wait 0 ms
00D6: if 21
8118: NOT actor $KR1 dead
8038: $KRP1 == 0 ;; integer values
004D: jump if false ££KR1_S
00D6: if 21
8118: NOT actor $KR2 dead
8038: $KRP2 == 0 ;; integer values
004D: jump if false ££KR2_S
00D6: if 21
8118: NOT actor $KR3 dead
8038: $KRP3 == 0 ;; integer values
004D: jump if false ££KR3_S
00D6: if 21
8118: NOT actor $KR4 dead
8038: $KRP4 == 0 ;; integer values
004D: jump if false ££KR4_S
00D6: if 21
8118: NOT actor $KR5 dead
8038: $KRP5 == 0 ;; integer values
004D: jump if false ££KR5_S
00D6: if 21
8118: NOT actor $KR6 dead
8038: $KRP6 == 0 ;; integer values
004D: jump if false ££KR6_S
00D6: if 21
8118: NOT actor $KR7 dead
8038: $KRP7 == 0 ;; integer values
004D: jump if false ££KR7_S
00D6: if 21
8118: NOT actor $KR8 dead
8038: $KRP8 == 0 ;; integer values
004D: jump if false ££KR8_S
00D6: if 21
8118: NOT actor $KR9 dead
8038: $KRP9 == 0 ;; integer values
004D: jump if false ££KR9_S
00D6: if 21
8118: NOT actor $KR10 dead
8038: $KRP10 == 0 ;; integer values
004D: jump if false ££KR10_S
00D6: if 21
8118: NOT actor $KR11 dead
8038: $KRP11 == 0 ;; integer values
004D: jump if false ££KR11_S
00D6: if 21
8118: NOT actor $KR12 dead
8038: $KRP12 == 0 ;; integer values
004D: jump if false ££KR12_S
00D6: if 21
8118: NOT actor $KR13 dead
8038: $KRP13 == 0 ;; integer values
004D: jump if false ££KR13_S
00D6: if 21
8118: NOT actor $KR14 dead
8038: $KRP14 == 0 ;; integer values
004D: jump if false ££KR14_S
00D6: if 21
8118: NOT actor $KR15 dead
8038: $KRP15 == 0 ;; integer values
004D: jump if false ££KR15_S
00D6: if 21
8118: NOT actor $KR16 dead
8038: $KRP16 == 0 ;; integer values
004D: jump if false ££KR16_S
00D6: if 21
8118: NOT actor $KR17 dead
8038: $KRP17 == 0 ;; integer values
004D: jump if false ££KR17_S
00D6: if 21
8118: NOT actor $KR18 dead
8038: $KRP18 == 0 ;; integer values
004D: jump if false ££KR18_S
00D6: if 21
8118: NOT actor $KR19 dead
8038: $KRP19 == 0 ;; integer values
004D: jump if false ££KR19_S
00D6: if 21
8118: NOT actor $KR20 dead
8038: $KRP20 == 0 ;; integer values
004D: jump if false ££KR20_S
00D6: if 21
8118: NOT actor $KR21 dead
8038: $KRP21 == 0 ;; integer values
004D: jump if false ££KR21_S
00D6: if 21
8118: NOT actor $KR22 dead
8038: $KRP22 == 0 ;; integer values
004D: jump if false ££KR22_S
00D6: if 21
8118: NOT actor $KR23 dead
8038: $KRP23 == 0 ;; integer values
004D: jump if false ££KR23_S
00D6: if 21
8118: NOT actor $KR24 dead
8038: $KRP24 == 0 ;; integer values
004D: jump if false ££KR24_S
00D6: if 21
8118: NOT actor $KR25 dead
8038: $KRP25 == 0 ;; integer values
004D: jump if false ££KR25_S
00D6: if 21
8118: NOT actor $KR26 dead
8038: $KRP26 == 0 ;; integer values
004D: jump if false ££KR26_S
00D6: if 21
8118: NOT actor $COP1 dead
8038: $COPP1 == 0 ;; integer values
004D: jump if false ££COP1_S
00D6: if 21
8118: NOT actor $COP2 dead
8038: $COPP2 == 0 ;; integer values
004D: jump if false ££COP2_S
00D6: if 21
8118: NOT actor $COP3 dead
8038: $COPP3 == 0 ;; integer values
004D: jump if false ££COP3_S
00D6: if 21
8118: NOT actor $COP4 dead
8038: $COPP4 == 0 ;; integer values
004D: jump if false ££COP4_S
00D6: if 21
8118: NOT actor $COP5 dead
8038: $COPP5 == 0 ;; integer values
004D: jump if false ££COP5_S
00D6: if 21
8118: NOT actor $COP6 dead
8038: $COPP6 == 0 ;; integer values
004D: jump if false ££COP6_S
00D6: if 21
8118: NOT actor $COP7 dead
8038: $COPP7 == 0 ;; integer values
004D: jump if false ££COP7_S
00D6: if 21
8118: NOT actor $COP8 dead
8038: $COPP8 == 0 ;; integer values
004D: jump if false ££COP8_S
00D6: if 21
8118: NOT actor $COP9 dead
8038: $COPP9 == 0 ;; integer values
004D: jump if false ££COP9_S
00D6: if 21
8118: NOT actor $COP10 dead
8038: $COPP10 == 0 ;; integer values
004D: jump if false ££COP10_S
00D6: if 21
8118: NOT actor $COP11 dead
8038: $COPP11 == 0 ;; integer values
004D: jump if false ££COP11_S
00D6: if 21
8118: NOT actor $COP12 dead
8038: $COPP12 == 0 ;; integer values
004D: jump if false ££COP12_S
00D6: if 21
8118: NOT actor $COP13 dead
8038: $COPP13 == 0 ;; integer values
004D: jump if false ££COP13_S
00D6: if 21
8118: NOT actor $COP14 dead
8038: $COPP14 == 0 ;; integer values
004D: jump if false ££COP14_S
00D6: if 21
8118: NOT actor $COP15 dead
8038: $COPP15 == 0 ;; integer values
004D: jump if false ££COP15_S
00D6: if 21
8118: NOT actor $COP16 dead
8038: $COPP16 == 0 ;; integer values
004D: jump if false ££COP16_S
00D6: if 21
8118: NOT actor $COP17 dead
8038: $COPP17 == 0 ;; integer values
004D: jump if false ££COP17_S
00D6: if 21
8118: NOT actor $COP18 dead
8038: $COPP18 == 0 ;; integer values
004D: jump if false ££COP18_S
00D6: if 21
8118: NOT actor $COP19 dead
8038: $COPP19 == 0 ;; integer values
004D: jump if false ££COP19_S
00D6: if 21
8118: NOT actor $COP20 dead
8038: $COPP20 == 0 ;; integer values
004D: jump if false ££COP20_S
00D6: if 21
8118: NOT actor $COP21 dead
8038: $COPP21 == 0 ;; integer values
004D: jump if false ££COP21_S
00D6: if 21
8118: NOT actor $COP22 dead
8038: $COPP22 == 0 ;; integer values
004D: jump if false ££COP22_S
00D6: if 21
8118: NOT actor $COP23 dead
8038: $COPP23 == 0 ;; integer values
004D: jump if false ££COP23_S
00D6: if 21
8118: NOT actor $COP24 dead
8038: $COPP24 == 0 ;; integer values
004D: jump if false ££COP24_S
00D6: if 21
8118: NOT actor $COP25 dead
8038: $COPP25 == 0 ;; integer values
004D: jump if false ££COP25_S
00D6: if 21
8118: NOT actor $COP26 dead
8038: $COPP26 == 0 ;; integer values
004D: jump if false ££COP26_S
00D6: if 21
0038: $BCESDOHLI1 == 26 ;; integer values
0038: $BCESDOHLI2 == 26 ;; integer values
004D: jump if false ££MA4
0002: jump ££BCE


:KR1_S
0001: wait 0 ms
0004: $KRP1 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR2_S
0001: wait 0 ms
0004: $KRP2 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR3_S
0001: wait 0 ms
0004: $KRP3 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR4_S
0001: wait 0 ms
0004: $KRP4 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR5_S
0001: wait 0 ms
0004: $KRP5 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR6_S
0001: wait 0 ms
0004: $KRP6 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR7_S
0001: wait 0 ms
0004: $KRP7 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR8_S
0001: wait 0 ms
0004: $KRP8 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR9_S
0001: wait 0 ms
0004: $KRP9 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR10_S
0001: wait 0 ms
0004: $KRP10 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR11_S
0001: wait 0 ms
0004: $KRP11 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR12_S
0001: wait 0 ms
0004: $KRP12 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR13_S
0001: wait 0 ms
0004: $KRP13 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR14_S
0001: wait 0 ms
0004: $KRP14 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR15_S
0001: wait 0 ms
0004: $KRP15 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR16_S
0001: wait 0 ms
0004: $KRP16 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR17_S
0001: wait 0 ms
0004: $KRP17 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR18_S
0001: wait 0 ms
0004: $KRP18 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR19_S
0001: wait 0 ms
0004: $KRP19 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR20_S
0001: wait 0 ms
0004: $KRP20 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR21_S
0001: wait 0 ms
0004: $KRP21 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR22_S
0001: wait 0 ms
0004: $KRP22 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR23_S
0001: wait 0 ms
0004: $KRP23 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR24_S
0001: wait 0 ms
0004: $KRP24 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR25_S
0001: wait 0 ms
0004: $KRP25 = 1 ;; integer values
0002: jump ££PLUS1_1

:KR26_S
0001: wait 0 ms
0004: $KRP26 = 1 ;; integer values
0002: jump ££PLUS1_1

:COP1_S
0001: wait 0 ms
0004: $COPP1 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP2_S
0001: wait 0 ms
0004: $COPP2 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP3_S
0001: wait 0 ms
0004: $COPP3 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP4_S
0001: wait 0 ms
0004: $COPP4 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP5_S
0001: wait 0 ms
0004: $COPP5 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP6_S
0001: wait 0 ms
0004: $COPP6 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP7_S
0001: wait 0 ms
0004: $COPP7 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP8_S
0001: wait 0 ms
0004: $COPP8 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP9_S
0001: wait 0 ms
0004: $COPP9 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP10_S
0001: wait 0 ms
0004: $COPP10 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP11_S
0001: wait 0 ms
0004: $COPP11 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP12_S
0001: wait 0 ms
0004: $COPP12 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP13_S
0001: wait 0 ms
0004: $COPP13 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP14_S
0001: wait 0 ms
0004: $COPP14 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP15_S
0001: wait 0 ms
0004: $COPP15 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP16_S
0001: wait 0 ms
0004: $COPP16 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP17_S
0001: wait 0 ms
0004: $COPP17 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP18_S
0001: wait 0 ms
0004: $COPP18 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP19_S
0001: wait 0 ms
0004: $COPP19 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP20_S
0001: wait 0 ms
0004: $COPP20 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP21_S
0001: wait 0 ms
0004: $COPP21 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP22_S
0001: wait 0 ms
0004: $COPP22 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP23_S
0001: wait 0 ms
0004: $COPP23 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP24_S
0001: wait 0 ms
0004: $COPP24 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP25_S
0001: wait 0 ms
0004: $COPP25 = 1 ;; integer values
0002: jump ££PLUS1_2

:COP26_S
0001: wait 0 ms
0004: $COPP26 = 1 ;; integer values
0002: jump ££PLUS1_2

:PLUS1_1
0001: wait 0 ms
0008: $BCESDOHLI1 += 1 ;; integer values
0002: jump ££MA4

:PLUS1_2
0001: wait 0 ms
0008: $BCESDOHLI2 += 1 ;; integer values
0002: jump ££MA4

:BCE
0001: wait 0 ms
016A: fade 0 () 5000 ms
0001: wait 5000 ms
016A: fade 1 () 5000 ms
034F: destroy_actor_with_fade $COP1 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP2 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP3 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP4 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP5 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP6 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP7 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP8 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP9 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP10 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP11 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP12 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP13 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP14 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP15 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP16 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP17 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP18 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP19 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP20 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP21 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP22 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP23 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP24 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP25 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $COP26 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR1 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR2 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR3 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR4 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR5 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR6 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR7 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR8 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR9 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR10 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR11 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR12 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR13 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR14 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR15 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR16 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR17 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR18 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR19 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR20 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR21 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR22 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR23 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR24 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR25 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $KR26 ;; The actor fades away like a ghost
00C0: set_current_time 8 0
01B6: set weather 1
0151: remove status text $BCESDOHLI1
0151: remove status text $BCESDOHLI2
01B4: set player $PLAYER_CHAR frozen state 0 (unfrozen)
09C7: $PLAYER_CHAR $PLAYER_CHAR
070D: $PLAYER_CHAR
0001: wait 250 ms
01B4: set player $PLAYER_CHAR frozen state 1 (unfrozen)
052C: set player $PLAYER_CHAR drunk visuals 1000
0110: clear player $PLAYER_CHAR wanted level
0001: wait 30000 ms
052C: set player $PLAYER_CHAR drunk visuals 0
0002: jump ££NARK_2

:NARK_1
0001: wait 0 ms
0247: request model 28
038B: load requested models
04ED: load animation "LOWRIDER"
04ED: load animation "GANG"
0004: $NARK = 0 ;; integer values
009A: $DOLB_NARK = create_actor 4 28 at 2210.0 -1345.2 24.0
0605: unknown action sequence $DOLB_NARK "M_SMKLEAN_LOOP" "LOWRIDER" 4.0 1 0 0 0 -1
02AB: set actor $DOLB_NARK immunities 1 1 1 1 1
03BC: $149 = create sphere 2210.0 -1344.0 24.0 1.0
00A1: put actor $PLAYER_ACTOR at 2214.0 -1345.0 24.0

:NARK_2
0001: wait 0 ms
00D6: if 0
00EC: actor $PLAYER_ACTOR 0 ()near point 2210.0 -1344.0 radius 1.0 1.0
004D: jump if false ££NARK_2
02A3: toggle widescreen 1 (on)
015A: restore camera
01B4: set player $PLAYER_CHAR frozen state 0 (frozen)
00A1: put actor $PLAYER_ACTOR at 2210.0 -1344.0 23.0
0173: set actor $PLAYER_ACTOR z angle to 180.0
0001: wait 500 ms
016A: fade 0 () 5000 ms
0001: wait 5200 ms

:NARK_3
0001: wait 0 ms
00D6: if 0
8038: $NARK == 2 ;; integer values
004D: jump if false ££NARKS1
00D6: if 0
8038: $NARK == 0 ;; integer values
004D: jump if false ££NARKS2
00D6: if 0
8038: $NARK == 1 ;; integer values
004D: jump if false ££NARKS3
004E: end_thread

:NARKS1
0001: wait 0 ms
02A3: toggle widescreen 0 (off)
01B4: set player $PLAYER_CHAR frozen state 1 (unfrozen)
016A: fade 1 () 1000 ms
0002: jump ££MA4ULOVA

:NARKS2
0001: wait 0 ms
02A3: toggle widescreen 0 (off)
01B4: set player $PLAYER_CHAR frozen state 1 (unfrozen)
016A: fade 1 () 1000 ms
0002: jump ££TIME_M1

:NARKS3
0001: wait 0 ms
02A3: toggle widescreen 0 (off)
01B4: set player $PLAYER_CHAR frozen state 1 (unfrozen)
016A: fade 1 () 1000 ms
0002: jump ££CAMOL1

:CAMOL1
0001: wait 0 ms
0247: request model 577
0247: request model 415
038B: load requested models
00A5: $CAMOL = create_car 577 at 1484.0 -2469.0 135.0
04BA: set car $CAMOL speed instantly 180.0
0158: camera on vehicle $CAMOL 18 2

:CAMOL2
0001: wait 0 ms
04D2: unknown RC car $CAMOL race to 1293.0 -1914.0 135.0 0.0 0.0
00D6: if 0
01AD: car $CAMOL 0 ()near point 1293.0 -1914.0 50.0 50.0
004D: jump if false ££CAMOL2

:CAMOL3
0001: wait 0 ms
04D2: unknown RC car $CAMOL race to 1484.0 -2469.0 135.0 0.0 0.0
00D6: if 0
01AD: car $CAMOL 0 ()near point 1484.0 -2469.0 50.0 50.0
004D: jump if false ££CAMOL3
0224: set car $CAMOL health to 1
0001: wait 10000 ms
00A6: destroy car $CAMOL

:CAMOL10
0001: wait 0 ms
00A5: $DOLB_COP = create_car 415 at 2237.0 -1300.0 23.0
0229: set car $DOLB_COP color to 0 0
0175: set car $DOLB_COP z angle to 270.0
04BA: set car $DOLB_COP speed instantly 80.0
0158: camera on ped $DOLB_COP 18 2

:CAMOL11
0001: wait 0 ms
00D6: if 0
01AF: car $DOLB_COP 0 ()near point 2285.8004 -1302.1063 23.0 radius 40.0 40.0 10.0
004D: jump if false ££CAMOL11

:CAMOL12
0001: wait 0 ms
0247: request model 538
0247: request model 537
0247: request model 449
0247: request model 515
0247: request model 569
0247: request model 570
0247: request model 590
038B: load requested models
06D8: $TR1 = create_train_at 2284.152 -1168.5 24.0 track 13 unknown 1
00AD: set_car $TR1 max_speed_to 180.0
04BA: set car $TR1 speed instantly 180.0
06DC: set train $TR1 acc 180.0
06DD: set train $TR1 speed 180.0
0001: wait 5000 ms
016A: fade 0 () 5000 ms
0001: wait 5200 ms
015A: restore camera
052C: set player $PLAYER_CHAR drunk visuals 1000
00A1: put actor $PLAYER_ACTOR at 2223.5621 -1459.2212 24.4484
0008: $NARK += 1 ;; integer values
0001: wait 2500 ms
016A: fade 1 () 2500 ms
0001: wait 30000 ms
052C: set player $PLAYER_CHAR drunk visuals 0
0002: jump ££NARK_2

Комментарии
#1 | Vital 09.05.2011 - 16:17:16
Shock ни фига себе.... вот это у тебя терпение и память...
#2 | Vital 09.05.2011 - 16:53:37
А можно в формат Sanny Builder переделать? Просто конвертирование не работает Sad
Добавить комментарий
Пожалуйста, залогиньтесь для добавления комментария.
Рейтинги
Рейтинг доступен только для пользователей.

Пожалуйста, залогиньтесь или зарегистрируйтесь для голосования.

Отлично! Отлично! 100% [1 Голос]
Очень хорошо Очень хорошо 0% [Нет голосов]
Хорошо Хорошо 0% [Нет голосов]
Удовлетворительно Удовлетворительно 0% [Нет голосов]
Плохо Плохо 0% [Нет голосов]